Forums

Forums (http://www.abandonia.com/vbullet/index.php)
-   Troubleshooting (http://www.abandonia.com/vbullet/forumdisplay.php?f=11)
-   -   Goldbox games don't save (http://www.abandonia.com/vbullet/showthread.php?t=30246)

Deamento 01-05-2013 03:50 PM

Goldbox games don't save
 
Hello everyone.
So I tried to play Pool of Radiance via dosbox, when I made a character, the game asked me to insert disk 3 and then froze.
I thought this was just a bug for that game so I tried Champions of Krynn.
Did the same thing, it gave me an error.
Is there any kind of fix for this?
Cheers! :)

Japo 01-05-2013 04:43 PM

What exact error is Champions of Krynn producing?

Quote:

Originally Posted by The_Mofo (Post 145482)
Whenever I try and create a character it says "unexpected error during save: 3hali" I've tried everything I know to do, anyone know how to help? :help:

Quote:

Originally Posted by Krysty (Post 145506)
These old games are picky about where you put them in the directory. Make sure your COK folder is under your main directory C:\COK. The save error should resolve. :OK:

Dunno about Pool of Radiance because we don't have it (do you want to review it? :D), but it may be the same.

Deamento 01-05-2013 04:54 PM

Quote:

Originally Posted by Japo (Post 452190)
What exact error is Champions of Krynn producing?




Dunno about Pool of Radiance because we don't have it (do you want to review it? :D), but it may be the same.

it says: unexpected error during save: 3hali
and i might review pool of radiance =D

Japo 01-05-2013 05:24 PM

Quote:

Originally Posted by Deamento (Post 452192)
and i might review pool of radiance =D

That would be neato! :2thumbs:

Quote:

Originally Posted by Deamento (Post 452192)
it says: unexpected error during save: 3hali
and i might review pool of radiance =D

So your solution is in the second quote below: the game folder must be mounted inside DOSBox as "C:\COK\"

If you don't know how to do this, tell us how you're starting the game and DOSBox and we'll help you.

Deamento 01-05-2013 05:29 PM

Quote:

Originally Posted by Japo (Post 452193)
That would be neato! :2thumbs:


So your solution is in the second quote below: the game folder must be mounted inside DOSBox as "C:\COK\"

If you don't know how to do this, tell us how you're starting the game and DOSBox and we'll help you.

i start the game by typing this
MOUNT C: C:\COK
C:
START

Japo 01-05-2013 05:54 PM

Quote:

Originally Posted by Deamento (Post 452194)
i start the game by typing this
MOUNT C: C:\COK
C:
START

That's the problem.

- Create a new folder "C:\Krynn"

- Move "COK" into that new folder, so you now have "C:\Krynn\COK"

- Start the game by typing:
Code:

mount c c:\krynn
c:
cd cok
start

It will work

Deamento 01-05-2013 06:01 PM

Quote:

Originally Posted by Japo (Post 452195)
That's the problem.

- Create a new folder "C:\Krynn"

- Move "COK" into that new folder, so you now have "C:\Krynn\COK"

- Start the game by typing:
Code:

mount c: c:\krynn
c:
cd cok
start

It will work

I did what you said, still the same :(
could you show me your CFG file please?

Japo 01-05-2013 07:19 PM

First things first, :) check that when you type "start" the prompt looks like this:

http://i102.photobucket.com/albums/m...psce5307eb.png

If the prompt looks any different, for example "C:\>", you will get the error.

I don't think that's what you're missing, but my conf file for this test was the result of running "start menu > DOSBox-0.74 > Reset Options":

Code:

# This is the configurationfile for DOSBox 0.74. (Please use the latest version of DOSBox)
# Lines starting with a # are commentlines and are ignored by DOSBox.
# They are used to (briefly) document the effect of each option.

[sdl]
#      fullscreen: Start dosbox directly in fullscreen. (Press ALT-Enter to go back)
#      fulldouble: Use double buffering in fullscreen. It can reduce screen flickering, but it can also result in a slow DOSBox.
#  fullresolution: What resolution to use for fullscreen: original or fixed size (e.g. 1024x768).
#                    Using your monitor's native resolution with aspect=true might give the best results.
#                    If you end up with small window on a large screen, try an output different from surface.
# windowresolution: Scale the window to this size IF the output device supports hardware scaling.
#                    (output=surface does not!)
#          output: What video system to use for output.
#                  Possible values: surface, overlay, opengl, openglnb, ddraw.
#        autolock: Mouse will automatically lock, if you click on the screen. (Press CTRL-F10 to unlock)
#      sensitivity: Mouse sensitivity.
#      waitonerror: Wait before closing the console if dosbox has an error.
#        priority: Priority levels for dosbox. Second entry behind the comma is for when dosbox is not focused/minimized.
#                    pause is only valid for the second entry.
#                  Possible values: lowest, lower, normal, higher, highest, pause.
#      mapperfile: File used to load/save the key/event mappings from. Resetmapper only works with the defaul value.
#    usescancodes: Avoid usage of symkeys, might not work on all operating systems.

fullscreen=false
fulldouble=false
fullresolution=original
windowresolution=original
output=surface
autolock=true
sensitivity=100
waitonerror=true
priority=higher,normal
mapperfile=mapper-0.74.map
usescancodes=true

[dosbox]
# language: Select another language file.
#  machine: The type of machine tries to emulate.
#          Possible values: hercules, cga, tandy, pcjr, ega, vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe.
# captures: Directory where things like wave, midi, screenshot get captured.
#  memsize: Amount of memory DOSBox has in megabytes.
#            This value is best left at its default to avoid problems with some games,
#            though few games might require a higher value.
#            There is generally no speed advantage when raising this value.

language=
machine=svga_s3
captures=capture
memsize=16

[render]
# frameskip: How many frames DOSBox skips before drawing one.
#    aspect: Do aspect correction, if your output method doesn't support scaling this can slow things down!.
#    scaler: Scaler used to enlarge/enhance low resolution modes.
#              If 'forced' is appended, then the scaler will be used even if the result might not be desired.
#            Possible values: none, normal2x, normal3x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x, tv3x, rgb2x, rgb3x, scan2x, scan3x.

frameskip=0
aspect=false
scaler=normal2x

[cpu]
#      core: CPU Core used in emulation. auto will switch to dynamic if available and appropriate.
#            Possible values: auto, dynamic, normal, simple.
#  cputype: CPU Type used in emulation. auto is the fastest choice.
#            Possible values: auto, 386, 386_slow, 486_slow, pentium_slow, 386_prefetch.
#    cycles: Amount of instructions DOSBox tries to emulate each millisecond.
#            Setting this value too high results in sound dropouts and lags.
#            Cycles can be set in 3 ways:
#              'auto'          tries to guess what a game needs.
#                              It usually works, but can fail for certain games.
#              'fixed #number' will set a fixed amount of cycles. This is what you usually need if 'auto' fails.
#                              (Example: fixed 4000).
#              'max'          will allocate as much cycles as your computer is able to handle.
#           
#            Possible values: auto, fixed, max.
#  cycleup: Amount of cycles to decrease/increase with keycombo.(CTRL-F11/CTRL-F12)
# cycledown: Setting it lower than 100 will be a percentage.

core=auto
cputype=auto
cycles=auto
cycleup=10
cycledown=20

[mixer]
#  nosound: Enable silent mode, sound is still emulated though.
#      rate: Mixer sample rate, setting any device's rate higher than this will probably lower their sound quality.
#            Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# blocksize: Mixer block size, larger blocks might help sound stuttering but sound will also be more lagged.
#            Possible values: 1024, 2048, 4096, 8192, 512, 256.
# prebuffer: How many milliseconds of data to keep on top of the blocksize.

nosound=false
rate=44100
blocksize=1024
prebuffer=20

[midi]
#    mpu401: Type of MPU-401 to emulate.
#            Possible values: intelligent, uart, none.
# mididevice: Device that will receive the MIDI data from MPU-401.
#            Possible values: default, win32, alsa, oss, coreaudio, coremidi, none.
# midiconfig: Special configuration options for the device driver. This is usually the id of the device you want to use.
#              See the README/Manual for more details.

mpu401=intelligent
mididevice=default
midiconfig=

[sblaster]
#  sbtype: Type of Soundblaster to emulate. gb is Gameblaster.
#          Possible values: sb1, sb2, sbpro1, sbpro2, sb16, gb, none.
#  sbbase: The IO address of the soundblaster.
#          Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300.
#    irq: The IRQ number of the soundblaster.
#          Possible values: 7, 5, 3, 9, 10, 11, 12.
#    dma: The DMA number of the soundblaster.
#          Possible values: 1, 5, 0, 3, 6, 7.
#    hdma: The High DMA number of the soundblaster.
#          Possible values: 1, 5, 0, 3, 6, 7.
# sbmixer: Allow the soundblaster mixer to modify the DOSBox mixer.
# oplmode: Type of OPL emulation. On 'auto' the mode is determined by sblaster type. All OPL modes are Adlib-compatible, except for 'cms'.
#          Possible values: auto, cms, opl2, dualopl2, opl3, none.
#  oplemu: Provider for the OPL emulation. compat might provide better quality (see oplrate as well).
#          Possible values: default, compat, fast.
# oplrate: Sample rate of OPL music emulation. Use 49716 for highest quality (set the mixer rate accordingly).
#          Possible values: 44100, 49716, 48000, 32000, 22050, 16000, 11025, 8000.

sbtype=sb16
sbbase=220
irq=7
dma=1
hdma=5
sbmixer=true
oplmode=auto
oplemu=default
oplrate=44100

[gus]
#      gus: Enable the Gravis Ultrasound emulation.
#  gusrate: Sample rate of Ultrasound emulation.
#          Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
#  gusbase: The IO base address of the Gravis Ultrasound.
#          Possible values: 240, 220, 260, 280, 2a0, 2c0, 2e0, 300.
#  gusirq: The IRQ number of the Gravis Ultrasound.
#          Possible values: 5, 3, 7, 9, 10, 11, 12.
#  gusdma: The DMA channel of the Gravis Ultrasound.
#          Possible values: 3, 0, 1, 5, 6, 7.
# ultradir: Path to Ultrasound directory. In this directory
#          there should be a MIDI directory that contains
#          the patch files for GUS playback. Patch sets used
#          with Timidity should work fine.

gus=false
gusrate=44100
gusbase=240
gusirq=5
gusdma=3
ultradir=C:\ULTRASND

[speaker]
# pcspeaker: Enable PC-Speaker emulation.
#    pcrate: Sample rate of the PC-Speaker sound generation.
#            Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
#    tandy: Enable Tandy Sound System emulation. For 'auto', emulation is present only if machine is set to 'tandy'.
#            Possible values: auto, on, off.
# tandyrate: Sample rate of the Tandy 3-Voice generation.
#            Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
#    disney: Enable Disney Sound Source emulation. (Covox Voice Master and Speech Thing compatible).

pcspeaker=true
pcrate=44100
tandy=auto
tandyrate=44100
disney=true

[joystick]
# joysticktype: Type of joystick to emulate: auto (default), none,
#              2axis (supports two joysticks),
#              4axis (supports one joystick, first joystick used),
#              4axis_2 (supports one joystick, second joystick used),
#              fcs (Thrustmaster), ch (CH Flightstick).
#              none disables joystick emulation.
#              auto chooses emulation depending on real joystick(s).
#              (Remember to reset dosbox's mapperfile if you saved it earlier)
#              Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, none.
#        timed: enable timed intervals for axis. Experiment with this option, if your joystick drifts (away).
#    autofire: continuously fires as long as you keep the button pressed.
#      swap34: swap the 3rd and the 4th axis. can be useful for certain joysticks.
#  buttonwrap: enable button wrapping at the number of emulated buttons.

joysticktype=auto
timed=true
autofire=false
swap34=false
buttonwrap=false

[serial]
# serial1: set type of device connected to com port.
#          Can be disabled, dummy, modem, nullmodem, directserial.
#          Additional parameters must be in the same line in the form of
#          parameter:value. Parameter for all types is irq (optional).
#          for directserial: realport (required), rxdelay (optional).
#                          (realport:COM1 realport:ttyS0).
#          for modem: listenport (optional).
#          for nullmodem: server, rxdelay, txdelay, telnet, usedtr,
#                        transparent, port, inhsocket (all optional).
#          Example: serial1=modem listenport:5000
#          Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial2: see serial1
#          Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial3: see serial1
#          Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial4: see serial1
#          Possible values: dummy, disabled, modem, nullmodem, directserial.

serial1=dummy
serial2=dummy
serial3=disabled
serial4=disabled

[dos]
#            xms: Enable XMS support.
#            ems: Enable EMS support.
#            umb: Enable UMB support.
# keyboardlayout: Language code of the keyboard layout (or none).

xms=true
ems=true
umb=true
keyboardlayout=auto

[ipx]
# ipx: Enable ipx over UDP/IP emulation.

ipx=false

[autoexec]
# Lines in this section will be run at startup.
# You can put your MOUNT lines here.


Deamento 01-05-2013 08:05 PM

1 Attachment(s)
i meant the COK config file actually :p
anyway, my line of code is the same

BentleyVA 01-05-2013 08:44 PM

Part of the problem might be that that the pool.cfg file has a line in it for where both the game is and where the saves go. I have a similar problem when I try to run Pool of radiance that is setup for dosbox in regular windows. My pool.cfg file is as follows:

E
P
C:\POOLRAD\
C:\POOLRAD\
N

But the game is installed in C:\DOSROOT\POOLRAD

The drive is mounted as MOUNT C: C:\DOSROOT.

All of the gold/silver box games as like this if I remember correctly.


The current time is 08:31 PM (GMT)

Powered by vBulletin® Version 3.7.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.